![]() ![]() ![]() The concept of the build-purely magic weapon damage, no spells-is pretty interesting, but in DE, Lone Wolf obeys the same stat caps as non-LW. The whole strategy centers on using Enrage, which guarantees crits but silences you, which meant that you didn’t have to invest much in Wits for crit chance. The Elemental Champion build doesn’t function as well in DE, as it’s a Lone Wolf build that took full advantage of the fact that you originally could get up to 20 two-handed and 20 scoundrel by the end of the game, for mega crit-multiplier, and that you could push INT to 70 before equipment buffs. The special interactions happen only between the player character and their companion. If co-op, then I don't think the character interactions will matter. I’ve never played with RP as main and Sebille as companion, but I have done it the other way around, and they had some really nice unique dialogues.Įdited: Btw, it's not clear to me whether you're planning to do a LW duo as single-player or co-op. Story-wise, you’ll get the most unique interactions with Sebille. The lizard attack animations for 2H weapons are quite fun as well. Or you can do 2H, which Red works very well as too. Fang is good for a hydro mage and really good for necromancers, because the hydro/necro crafted skills are very important. The illuminator is obviously good for pyro and is especially good for a sparks Battlemage because it can set necrofire. In act 1, there’s a sword called the illuminator that gives +pyro and I think 10% crit chance, and Fang of the winter dragon gives +1 to int, warfare, and hydro and also 10% crit chance. There are many unique 1H weapons that give crit chance and useful stats, and since a mage isn’t going to hit anything with them, they don’t have to worry about leveling them up. Honestly, the only time I use 1H weapons is on mages for the stats. Doing dagger-and-shield instead allows you to use shield skills, normal warfare weapon skills (and Bull Horns from polymorph), while also having access to dagger-only scoundrel skills and guaranteed crits via backstab. You do a lot less damage with a 1H melee weapon compared to 2H (like half as much), and while shields grant you access to several fun and powerful abilities, that’s not unique to carrying a strength-scaling sword. He works quite well as a close-range mage, whether that’s with a staff or wand-and-shield.Īs a melee character, sword-and-shield is a bit weird. As a lizard, he has intrinsic +10 fire and poison resistance, and his racial skill is fire breath. If you’re going to run RP as a mage, he should have pyro at least. Vendor Prices, Bartering & Attitude Formula Level Up: Attribute, Skill & Talent Point Breakdown ![]() The Quick Questions and Looking for Group Threads exist for a reason, use them. >!This is spoilery!< to get This is spoilery Submissions should relate to Divinity Original Sin or other works of Larian Studios.ĭo not put spoilers in the title of your post and mark your posts. Join up with a friend to play online in co-op and make your own adventures with the powerful RPG toolkit. Gather your party and get ready for a new, back-to-the-roots RPG adventure! Discuss your decisions with companions fight foes in turn-based combat explore an open world and interact with everything and everyone you see. Welcome To The Divinity: Original Sin Subreddit! Looking for a Group to play with? Try this thread || Discussion Overview ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |